#include "ICC.h"

ICC * ICC::pIcc = NULL;
ICC * ICC::getShareIcc(){
	if (pIcc)
	{
		return pIcc;
	}
	else {
		pIcc = new ICC;
		return pIcc;
	}
}
//void ICC::worldMove(){
//
//}
//void ICC::setCurrentWP(float x,float y){
//	currentWorldPosition.x = x;
//	currentWorldPosition.y = y;
//
//	candrdiff.x = currentWorldPosition.x - realWorldPosition.x;
//	candrdiff.y = currentWorldPosition.y - realWorldPosition.y;
//}
//
//void ICC::setRealWP(float x,float y){
//	realWorldPosition.x = x;
//	realWorldPosition.y = y;
//}
//
//void ICC::moveOver(){
//	realWorldPosition = currentWorldPosition;
//}
//
//ThePoint ICC::getDiffPosition(){
//	return candrdiff;
//}

ICC::ICC(void)
{
	theNext = -1;

	theNextValue = 0.0;
	thePreValue = 0.0;
	groudBeBack = 0.0;

	spriteValue = 0.0;
	istart = false;

	isJumping = false;
	couldJump = true;

	startCollision = false;
	shouldDestroy = false;

	userData1 = "jump";
	userData2 = "ground";

	isFellDown = false;
	seconds = 0;
	
	doubleState = false;
	isDoubleSpeed = false;
	wholeScaleX = 1;
	wholeScaleY = 1;
}

ICC::~ICC(void)
{
}
//ThePoint ICC::getCurrentWP(){
//	return currentWorldPosition;
//}

// void ICC::printlog(){
// 
// }

void ICC::setNext(int i){
	theNext = i;
}
int ICC::getNext(){
	return theNext;
}
